﻿using UnityEngine;
/// <summary>
/// 资源回应
/// </summary>
public class ESF_AssetResponse : AbsESF_AssetResponse
{
    /// <summary>
    /// 构造函数
    /// </summary>
    /// <param name="_abPathAttr">资源属性</param>
    /// <param name="_abMgr">资源管理器</param>
    /// <param name="_onGetEditorAsset">获得编辑器资源</param>
    /// <param name="_onGetAssetBundle">获得AssetBundle</param>
    /// <param name="_onGetSceneName">获得场景名称</param>
    public ESF_AssetResponse(ESF_AssetBundlePathAttribute _abPathAttr, ESF_ABMgr _abMgr, System.Func<Object> _onGetEditorAsset,
        System.Func<AssetBundle> _onGetAssetBundle, System.Func<ESF_AssetBundlePathAttribute,string> _onGetSceneName)
        : base(_abPathAttr, _abMgr, _onGetEditorAsset, _onGetAssetBundle, _onGetSceneName)
    {
    }
}

